I've noticed some issues with the Weapon Comparator on the site. Here's what I did to replicate it:
Leave only "Rifles" checked as the category of weapon you want to see.
Select the Gorgon Wraith, the Prisma Gorgon, the Supra, and the Supra Vandal for display.
Put a check in the "Only selected weapons" checkbox.
Click "Remove all equipped mods" button.
Add 10/10 Serration to all weapons.
Notice that the damage numbers on anything past the first weapon have been inflated.
This seems to be an issue with most mods, in that if I did this for Split Chamber, it would do the same thing. This leads to some very interestingly incorrect numbers. It seems to be pulling values from previous calculations without taking into account what weapon the mod is supposed to be applied to.

Host migrations have been a thorn in our sides for literally years now.
I've encountered numerous bugs including perma-locked doors, no spawns, and like you, endless missions that completely bug out.
DE really needs to dedicate some dev time specifically to their netcode and host migration code so we can finally get this crap fixed.

The Napalm's fire rocket projectile has a HUGE area of effect on impact, and seems to still suffer the old "through terrain" damage bug the Bombard did for forever.
The initial explosion FX needs to be expanded to encompass whatever the actual range of effect is, and the range of effect needs to be smaller and NOT go through terrain and other solid objects.
Napalms are currently by far the deadliest enemy the Grineer field, and it's all because of cheesy bullsh*t. Make them spread fire all over the place but make the initial damage low or something. Past level 40, Napalms basically 1-2 hit kill most of the physically weaker frames. And they do it from like 10m away.

Ok, I'm going to say this very directly: Host migrations almost always completely break missions for me.
Why? This has been an ongoing issue for literally years now, since I first started playing back in 2015. I have a very hard time believing that the coding team of this otherwise relatively-well-functioning, great game can't fix this. Has this simply not been a focus for the dev team? Why not? I realize that general engine upgrades and new functionality is important, but I would argue that a large amount of needless pain comes about due to host migrations.
To list just a few of the issues I've had due to these ulcer-causing events:
Doors no longer function. They aren't locked by a lockdown or other access panel, they simply do. not. work.
Doors are permanently locked. This time, they DO get locked via lockdown, but the lockdown state doesn't carry over with the host migration (or something), so hacking an access panel to lift said lockdown does nothing.
Powers cease to be active. This one's particularly nasty because the enemies become active and start moving around/punching you in the unmentionables/shooting you in the face at least half a second before you regain control of your character. On high levels this almost always means instant death unless you're like Valkyr Prime with maxed armor. And even then it's iffy whether you survive that initial onslaught. If you're a Loki? Hahahaha.
No more spawns in endless missions. Did the entire Grineer military suddenly all decide to go AWOL? Maybe the Corpus finally got some vacation time for their hard work. I don't know, but it makes endless missions literally impossible to complete, requiring that you abort the mission, rendering all progress and drops null and void.
And finally the newest one: Complete freakout of the UI. The host of a fissure endless mission quit after 5 missions (pansy) and the result was that none of the rest of us could use the UI (there was literally a template or something up that had things like "LABEL" and such) and the automatic countdown to begin a mission and just get void traces never activated, requiring all of us to actually Alt-F4 out of the game.
So yeah, there are so many damned issues with host migration that have been lingering for ages like a particularly malodorous dog fart. THEY NEED TO GET FIXED.
I get that netcode and synchronizing is complex. But I also refuse to believe the dev team isn't up to the task. Time to air out that dog fart, boys and girls.

I think you've got the basis for a very powerful tool here, but as of right now, the layout and functionality is pretty confusing.
If you will allow me to make some suggestions:
Try to make the feel consistent across sheets and within sheets. This includes color schemes, column widths, font sizes, having column entries be either left justified OR centered but not both, etc.
For sheets where filtering is used, try and make the layout so that the filter buttons don't overlap with the contents of the cells.
Hide sheets that are there specifically to hold data for use in lookup tables (e.g. DucatTable).
Try and minimize left/right scrolling on monitors of a certain size. (Pretty much achieved this with the exception of the "Weapon Tracker" sheet.)
For user-entered data, if you are expecting specific things (such as "Sold", "Arsenal", etc. for the "Weapon Tracker" sheet), make the list a dropdown the user can choose from.
Documentation and instructions. This is critical to any complex project.

What updates are those? I've only been minimally active the past couple weeks due to finals coming up, but the last change to the prime tables that I remember are those that occurred when Banshee Prime went live.

@Stoi84
I was wondering if you could add a "charge time" stat to blank weapons, to allow us to effectively simulate those weapons that use it. I realize this can be mimicked by messing with fire rate, but it's also very useful to see an actual charge time if it applies.

Updated for the ending of the Prime Unvaulting. Ember Prime, Frost Prime, Latron Prime, Sicarus Prime, Glaive Prime, and Reaper Prime have all been marked as vaulted again, along with their associated relics.